from module.logger import logger
from module.map.map_base import CampaignMap
from module.map.map_grids import RoadGrids, SelectedGrids

from .campaign_base import CampaignBase
from .t1 import Config as ConfigBase

MAP = CampaignMap('T4')
MAP.shape = 'K7'
MAP.camera_data = ['D2', 'D5', 'H2', 'H5']
MAP.camera_data_spawn_point = ['F5']
MAP.map_data = """
    ME -- ME ++ ++ -- ++ ++ ME -- ME
    ++ ME Me ++ -- MB -- ++ Me ME ++
    ++ -- -- ME ++ -- ++ ME -- -- ++
    -- ME ME -- MS -- MS -- ME ME --
    ME -- -- -- -- __ -- -- -- -- ME
    -- ME Me ++ -- -- -- ++ Me ME --
    ME ++ ++ -- SP -- SP -- ++ ++ ME
"""
MAP.weight_data = """
    50 50 50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50 50 50
"""
MAP.fortress_data = [('C2', 'C6', 'I2', 'I6'), 'F3']
MAP.map_covered = ['F2', 'I1']
MAP.spawn_data = [
    {'battle': 0, 'siren': 1},
    {'battle': 1, 'enemy': 1, 'siren': 1},
    {'battle': 2, 'enemy': 2},
    {'battle': 3, 'enemy': 1},
    {'battle': 4},
    {'battle': 5, 'boss': 1},
]
A1, B1, C1, D1, E1, F1, G1, H1, I1, J1, K1, \
A2, B2, C2, D2, E2, F2, G2, H2, I2, J2, K2, \
A3, B3, C3, D3, E3, F3, G3, H3, I3, J3, K3, \
A4, B4, C4, D4, E4, F4, G4, H4, I4, J4, K4, \
A5, B5, C5, D5, E5, F5, G5, H5, I5, J5, K5, \
A6, B6, C6, D6, E6, F6, G6, H6, I6, J6, K6, \
A7, B7, C7, D7, E7, F7, G7, H7, I7, J7, K7, \
    = MAP.flatten()

MAP.ignore_prediction(H3, enemy_scale=1, enemy_genre='Enemy')


class Config(ConfigBase):
    # ===== Start of generated config =====
    MAP_SIREN_TEMPLATE = ['GridmanCL', 'GridmanCA']
    MOVABLE_ENEMY_TURN = (2,)
    MAP_HAS_SIREN = True
    MAP_HAS_MOVABLE_ENEMY = True
    MAP_HAS_MAP_STORY = False
    MAP_HAS_FLEET_STEP = True
    MAP_HAS_AMBUSH = False
    MAP_HAS_MYSTERY = False
    # ===== End of generated config =====

    # MAP_ENSURE_EDGE_INSIGHT_CORNER = 'upper'
    MAP_HAS_FORTRESS = True
    MAP_SWIPE_MULTIPLY = (1.050, 1.070)
    MAP_SWIPE_MULTIPLY_MINITOUCH = (1.016, 1.034)
    MAP_SWIPE_MULTIPLY_MAATOUCH = (0.986, 1.004)


class Campaign(CampaignBase):
    MAP = MAP
    ENEMY_FILTER = '1L > 1M > 1E > 1C > 2L > 2M > 2E > 2C > 3L > 3M > 3E > 3C'

    def battle_0(self):
        if self.clear_siren():
            return True
        if self.clear_filter_enemy(self.ENEMY_FILTER, preserve=0):
            return True

        return self.battle_default()

    def battle_5(self):
        if not self.map_is_clear_mode:
            if self.clear_siren():
                return True

        return self.fleet_boss.clear_boss()

    def catch_camera_repositioning(self, destination):
        if super().catch_camera_repositioning(destination):
            return True
        if not self.map_is_clear_mode and destination.is_fortress:
            logger.info('Catch camera re-positioning after fortress cleared')
            # Poor implementation to wait camera move
            self.device.sleep(3)
            return True
        return False

    def map_data_init(self, map_):
        # Clear mode still has fortress
        self.config.MAP_HAS_FORTRESS = True
        super().map_data_init(map_)

    def handle_clear_mode_config_cover(self):
        # Preserve fortress data, but release fortress block
        self.map.fortress_data = [self.map.fortress_data[0], ()]
